Captain_Orso wrote:The issue with replacement chits was, in my mind, one of proving empirically the way it works, not that nobody knew.
I'll agree, that the lack of a concise and complete manual is very unsatisfactory. The reason it was not simply published as a Wiki was because at the time many players were already complaining about their poor internet access for downloading updates, or even reading the forums. Forcing them to access that manual online was simply not a satisfactory solution.
That being said, the Wikis which do exist are also far from complete. I've done some updating over the years, but very limited. I hate to start updating things if I can't put out all the information 100% complete and correct. From my stand-point, there are many things you only have to know approximately to be able to handle them.
Supply is not "ham-fisted". It is if anything, extremely persistent; ie it will always find a path to move over if there one to be found. This can lead to some surprising things; I've been quite surprised not seldom myself. Pocus did it this way specifically to ease the burden on the player. If you had to do nearly a quarter of the planing the game does for you through simple mechanics, you'd need 2 hours per turn just for planing supply distribution. You'd have more understanding and more control, but not be able to achieve much more than what the game does now, and nobody would want to play game anymore.
Orso,
I appreciate the long response. In my own defense I did not say that supply was ham-fisted. I said that promotions were, and I think they are. They are awkward and have too much uncertainty about VP and NM loss when doing them. I know you get messages warning of some VP/NM losses, but we still get screwed up at times. Also, POCUS should always have had promotions before army creation. This is not the first AGEOD game to use this type of promotion system, and situations like Wheat's should not happen.
I actually think the supply in this game is very well done...but still opaque and highly confusing. GS had to write a primer about it in AACW for me to even understand how it works. This sort of thing should have been explained by the devs up front, especially in CW2 after the confusion in AACW.
Don't get me wrong. These games are awesome, they are just plagued by oddities that could have/should have been either better coded or better explained. [Let me point out that I totally get that AGEOD is a
tiny company and does not have a lot of excess resources.
On this last point...I wish they had used an easier system to Mod. If the coding system were easier I think a small dedicated group (like those on the forum) could have easily created a "CW2 Improvement Mod" which fixed many of these issues.
Last gripe: It kills me that the text in the game doesn't fit in it's designed areas half the time. In my current PBEM the Loss NM number is blocked (no idea what it is for the Union...50?) and so is the FI trigger number (I think it's supposed to be 75? This is on EASY FI).
Again, I wish the interface and other items in the game were easier to mod. I think everyone would be happier then.